Hi, The problem with the 3d editor (software) is that in defaults.qrk, the palette is specified as ':pics/colormap.pcx'. as quake III doesn't come with a...
Andy Vincent
andyvinc@...
Mar 1, 2000 7:18 pm
1246
Hi, md3 viewer is complete and textures now work! will commit somewhen. (minor problems still) -==[ Andy V ]==- andyvinc@......
Andy Vincent
andyvinc@...
Mar 1, 2000 7:21 pm
1247
[On Tue, 29 Feb 2000 02:53:13 -0800, "Andy Vincent" <andyvinc@...> wrote:] ... Nope, with D5 its the same. Can't see texture-graphics in the face-tab...
Decker
decker@...
Mar 1, 2000 7:59 pm
1248
[On Wed, 01 Mar 2000 11:17:52 -0800, "Andy Vincent" <andyvinc@...> wrote:] ... I would say no. Since Quake-3:Arena have no need for a colormap.pcx...
Decker
decker@...
Mar 2, 2000 6:32 pm
1249
Hi, ... file, like ... be fixed ... files are ... colormap.pcx ... I think that half-life uses the color file 'Palette.lmp' (or something like that). the...
Andy Vincent
andyvinc@...
Mar 3, 2000 3:01 pm
1250
[On Fri, 03 Mar 2000 07:01:02 -0800, "Andy Vincent" <andyvinc@...> wrote:] ... Each single texture in Half-Life have their own local 256-palette, but...
Decker
decker@...
Mar 3, 2000 9:05 pm
1251
Hi, ... face-tab, since ... i was thinking about the 3d viewer. is that capable of 24bits? looking at the delphi source, i would say not, as it check to see...
Andy Vincent
andyvinc@...
Mar 4, 2000 12:30 am
1252
Hello! When it is a leak in quark-phyton the lights don't work!! And the leak (hole) finder suck! It can show a hole outside where you have built And you can...
Deinduft
kraftwerk2000_2000@...
Mar 4, 2000 2:06 pm
1253
As silly as it sounds, half of good level design is about *clean construction* so you never (or rarely) get yourself into this position in the first place....
erik robson
erik@...
Mar 4, 2000 6:39 pm
1254
Greetings ... There are some problems with the leak finder, sometimes it finds leaks that are not really there. The best way to test for leaks is to compile...
Rowdy
rowdy@...
Mar 5, 2000 2:50 am
1255
But what is the arrow for that point on something if the hole is the line??? Sometimes he line to he arrow is about 1 mile long!!!! I have tryed to fix the...
Deinduft
kraftwerk2000_2000@...
Mar 5, 2000 7:51 pm
1256
... There is an other approach to find a leak - useful in situations where the line leading to the leak is to complex. 1. Make a cube that covers the half of...
Alex
mac.@...
Mar 5, 2000 8:40 pm
1257
Hi, ... Another way to 'fix' it is to create a cube which covers the whole level, give it a bright white texture, and hollow it, then compile and you should be...
Andy Vincent
andyvinc@...
Mar 6, 2000 11:32 am
1258
... I think that way QBSP finds leaks is it puts a huge hollow cube around the level, then picks points where all the entities are inside the map, and draws...
Rowdy
rowdy@...
Mar 7, 2000 10:56 am
1259
... If you just put a huge cube around your whole level, make it hollow, then try to compile it, maybe there are other problems with the level (like maybe it...
Rowdy
rowdy@...
Mar 7, 2000 10:58 am
1260
... Uh, actually I don't think anyone has mentioned which game this is for. I think Quake 1 had a feature where you could tell the game to use the .prt file,...
Rowdy
rowdy@...
Mar 7, 2000 11:02 am
1261
[On Mon, 06 Mar 2000 03:32:12 -0800, "Andy Vincent" <andyvinc@...> wrote:] ... But you should _ABSOLUTELY_ remove the "daiper-cube" after finding the...
Decker
decker@...
Mar 7, 2000 6:52 pm
1262
Hi, Just finished a test program which takes a .shader file and gets the individual 'stages'. My question is: how would we implement shader files in quark?...
Andy Vincent
andyvinc@...
Mar 7, 2000 8:22 pm
1263
As I understand it, each stage within a shader file can have a texture - but sometimes it has a special texture (like a lightmap) that is calculated at compile...
The Serpent Lord
sgalbrai@...
Mar 9, 2000 3:31 pm
1264
[On Tue, 07 Mar 2000 12:22:27 -0800, "Andy Vincent" <andyvinc@...> wrote:] ... Since we're properly not going "the full length", of displaying animated...
Decker
decker@...
Mar 9, 2000 8:35 pm
1265
... windows, to have ... the ... some ... anyone of then) ... If QuArK had a very nice shader editor integrated with it's great map editor, it would have an...
The Serpent Lord
sgalbrai@...
Mar 9, 2000 11:54 pm
1266
Personally I believe that after the q3 editing is released that work on the other features of quark need ALOT of attention. Like the modeller and such. But...
TheBee
thebee@...
Mar 10, 2000 12:14 am
1267
Hi, ... animated ... different ... texture, just ... So, we have the 'form' showing a composite image, with the objects 'Image1' & 'pal' set to the data in...
Andy Vincent
andyvinc@...
Mar 10, 2000 11:30 am
1268
Hello everybody, ... Done ! I uploaded there my latest 4.xx source code (which actually corresponds to some kind of 4.08 beta version, although it should be ...
Armin Rigo
arigo@...
Mar 11, 2000 9:35 am
1269
Hello Andy, ... I would say that the QShader object itself should inherit from QPixelSet and not from QTexture because it does not quite behave like the good...
Armin Rigo
arigo@...
Mar 11, 2000 10:13 am
1270
Hello Desmond, ... I guess so, if map2cs's purpose is to convert standard Quake maps to CrystalSpace ones. ... There is currently no version tagged as stable....
Armin Rigo
arigo@...
Mar 11, 2000 10:17 am
1271
Hello Seth, ... Some explanations can be found at http://www.planetquake.com/quark/infobase/src.sf.html A bientot, Armin....
Armin Rigo
arigo@...
Mar 11, 2000 10:19 am
1272
Hello Andy, ... Quake 3 is not the first game with no palette file at all (e.g. so is Heretic II). To fix this I added the possibility to specify a ...
Armin Rigo
arigo@...
Mar 11, 2000 10:27 am
1273
[On Fri, 10 Mar 2000 03:30:38 -0800, "Andy Vincent" <andyvinc@...> wrote:] ... If that is possible, yes. Else only the 'qer_editorimage' would be...
Decker
decker@...
Mar 11, 2000 3:11 pm
1274
Hi, ... sufficient ... release of ... not quite sure how to get the composite image yet.... but i'll have a go. -==[ Andy V ]==- andyvinc@......